Transition
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@@ -1,3 +1,3 @@
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class_name InteractableArea extends Area3D
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signal interactEvent
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signal interactEvent(playerEntity:Player)
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@@ -8,46 +8,146 @@ enum InteractType {
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# Movement speed in units per second
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@export var gravity: float = 24.8
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@export var interactType:InteractType = InteractType.NONE
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@export_multiline var interactTexts:Array[String] = []
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@export var npcLookAtPlayer:bool = true
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@export var playerLookAtNPC:bool = true
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@export var interactCamera:Camera3D = null
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@export var cutscene:Cutscene = null
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var nextTextIndex:int = 0
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var previousCamera:Camera3D = null
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var playerEnt:Player
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var conversationEnding:bool = false
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func lookAtPlayer() -> void:
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if !playerEnt:
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return
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# Get player position and NPC position
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var playerPos = playerEnt.global_transform.origin
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var npcPos = global_transform.origin
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# Rotate the NPC to look at the player
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if npcLookAtPlayer:
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var npcDirection = (playerPos - npcPos).normalized()
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var npcRotation = Vector3(0, atan2(npcDirection.x, npcDirection.z), 0)
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global_transform.basis = Basis.from_euler(npcRotation)
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# Rotate the player to look at the NPC
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if playerLookAtNPC:
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var playerDirection = (npcPos - playerPos).normalized()
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var playerRotation = Vector3(0, atan2(playerDirection.x, playerDirection.z), 0)
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playerEnt.global_transform.basis = Basis.from_euler(playerRotation)
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func showTexts():
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TRANSITION.fadeOutStart.disconnect(showTexts)
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# Any texts?
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if interactTexts.size() == 0:
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endTexts()
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return
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# First text.
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UI.TEXTBOX.setText(interactTexts[nextTextIndex])
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UI.TEXTBOX.textboxClosing.connect(onTextboxClosing)
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func endTexts():
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UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
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conversationEnding = true
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# Do we fade out the camera?
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if interactCamera:
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TRANSITION.fade(TRANSITION.FadeType.FADE_OUT)
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TRANSITION.fadeOutEnd.connect(onFadeOutEnd)
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return
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# Reset Camera?
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if previousCamera:
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previousCamera.current = true
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previousCamera = null
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func _enter_tree() -> void:
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$InteractableArea.interactEvent.connect(_on_interact)
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$InteractableArea.interactEvent.connect(onInteract)
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func _exit_tree() -> void:
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$InteractableArea.interactEvent.disconnect(_on_interact)
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$InteractableArea.interactEvent.disconnect(onInteract)
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UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
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TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
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TRANSITION.fadeInEnd.disconnect(onFadeInEnd)
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func _physics_process(delta):
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# Apply gravity if not on floor
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if !is_on_floor():
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velocity += PHYSICS.GRAVITY * delta
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move_and_slide()
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func _on_interact() -> void:
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func onInteract(playerEntity:Player) -> void:
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# Reset state
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previousCamera = null
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nextTextIndex = 0
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playerEnt = playerEntity
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conversationEnding = false
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match interactType:
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InteractType.TEXTBOX:
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if interactTexts.size() == 0:
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PAUSE.cutscenePause()
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# If a camera is set, switch to it, otherwise chat immediately.
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if !interactCamera:
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showTexts()
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return
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UI.TEXTBOX.setText(interactTexts[nextTextIndex])
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UI.TEXTBOX.textboxClosing.connect(onTextboxClosing)
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return
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# Fade out.
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TRANSITION.fade(TRANSITION.FadeType.FADE_OUT)
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TRANSITION.fadeOutEnd.connect(onFadeOutEnd)
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InteractType.CUTSCENE:
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if cutscene:
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cutscene.start()
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return
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if !cutscene:
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return
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cutscene.start()
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_:
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return
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func onTextboxClosing() -> void:
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nextTextIndex += 1
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# More text?
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if nextTextIndex < interactTexts.size():
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UI.TEXTBOX.setText(interactTexts[nextTextIndex])
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else:
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UI.TEXTBOX.textboxClosing.disconnect(onTextboxClosing)
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endTexts()
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func onFadeOutEnd() -> void:
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# Begin fade back in.
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TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
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TRANSITION.fade(TRANSITION.FadeType.FADE_IN)
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TRANSITION.fadeInEnd.connect(onFadeInEnd)
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# Is the conversation ending?
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if conversationEnding:
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# Reset camera.
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if previousCamera:
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previousCamera.current = true
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previousCamera = null
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return
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# No! We are starting the conversation, make the ents look at each other
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lookAtPlayer()
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# Change camera
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previousCamera = get_viewport().get_camera_3d()
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interactCamera.current = true
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func onFadeInEnd() -> void:
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TRANSITION.fadeInEnd.disconnect(onFadeInEnd)
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# Did the conversation end?
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if conversationEnding:
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PAUSE.cutsceneResume()
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return
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# Show texts after fade in.
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showTexts()
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0
scripts/entities/Player.gd
Normal file
0
scripts/entities/Player.gd
Normal file
@@ -1,6 +1,7 @@
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class_name PlayerInteraction extends Node
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@export var interactableArea:Area3D
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@export var player:CharacterBody3D
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func canInteract() -> bool:
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if PAUSE.isMovementPaused():
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@@ -26,4 +27,4 @@ func _process(delta: float) -> void:
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if !interactable:
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return
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interactable.interactEvent.emit()
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interactable.interactEvent.emit(player)
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@@ -5,9 +5,6 @@ const SPEED = 8.0
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@export var player:CharacterBody3D
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func _ready() -> void:
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player = get_parent().get_parent()
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func canMove() -> bool:
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if PAUSE.isMovementPaused():
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return false
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@@ -1,6 +1,16 @@
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class_name PauseSingleton extends Node
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var cutscenePaused:bool = false
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func cutscenePause() -> void:
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cutscenePaused = true
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func cutsceneResume() -> void:
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cutscenePaused = false
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func isMovementPaused() -> bool:
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if cutscenePaused:
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return true
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if !UI.TEXTBOX.isClosed:
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return true
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return false
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79
scripts/singletons/Transition.gd
Normal file
79
scripts/singletons/Transition.gd
Normal file
@@ -0,0 +1,79 @@
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class_name TransitionSingleton extends Control
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enum FadeType {
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NONE,
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FADE_IN,
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FADE_OUT
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}
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signal fadeOutStart
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signal fadeOutEnd
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signal fadeInStart
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signal fadeInEnd
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signal fadeUpdate(t:float)
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var fadeType:FadeType = FadeType.NONE
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var fadeDuration:float = 0.4
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var fadeTime:float = 0.0
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func _enter_tree() -> void:
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$Overlay.visible = false
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func _process(delta: float) -> void:
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if fadeType == FadeType.NONE:
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return
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fadeTime += delta
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var t:float = fadeTime / fadeDuration
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# Get destination alpha type.
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var destAlpha:float = 0.0
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var srcAlpha:float
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if fadeType == FadeType.FADE_IN:
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srcAlpha = 1.0
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destAlpha = 0.0
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elif fadeType == FadeType.FADE_OUT:
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srcAlpha = 0.0
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destAlpha = 1.0
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# End?
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if t >= 1.0:
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fadeUpdate.emit(1.0)
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var cFade = fadeType
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print("Transition: Fade complete")
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fadeType = FadeType.NONE
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if cFade == FadeType.FADE_OUT:
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$Overlay.visible = true
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fadeOutEnd.emit()
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elif cFade == FadeType.FADE_IN:
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$Overlay.visible = false
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fadeInEnd.emit()
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$Overlay.color.a = destAlpha
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return
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# TODO: Use curves
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$Overlay.color.a = srcAlpha + (destAlpha - srcAlpha) * t
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fadeUpdate.emit(t)
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pass
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func fade(
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fade:FadeType = FadeType.FADE_IN,
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duration:float = 0.4,
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color:Color = Color(0, 0, 0, 1),
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):
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$Overlay.visible = false
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$Overlay.color = color
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fadeDuration = duration
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fadeTime = 0
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fadeType = fade
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if fade == FadeType.FADE_IN:
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fadeInStart.emit()
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$Overlay.color.a = 0
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elif fade == FadeType.FADE_OUT:
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fadeOutStart.emit()
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$Overlay.color.a = 1
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$Overlay.visible = true
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1
scripts/singletons/Transition.gd.uid
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1
scripts/singletons/Transition.gd.uid
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@@ -0,0 +1 @@
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uid://iu3m73wtjlho
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